/Engine/Plugins/Runtime/AR/Google/GoogleARCoreServices/Source/GoogleARCoreServices/Public/GoogleARCoreServicesFunctionLibrary.h
Note that aUCloudARPinwill be always created when this function is called, even in the case that the CloudId is failed to resolve. You can check the CloudState of returningUCloudARPinto see why the resolving failed.
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GoogleARCoreServices|CloudARPin", Meta=(Latent, LatentInfo="LatentInfo", WorldContext="WorldContextObject", Keywords="googlear ar service resolve cloud")) static void CreateAndResolveCloudARPinLatentAction ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, struct [FLatentActionInfo](API\Runtime\Engine\Engine\FLatentActionInfo) LatentInfo, [FString](API\Runtime\Core\Containers\FString) CloudId, [EARPinCloudTaskResult](API\Plugins\GoogleARCoreServices\EARPinCloudTaskResult) & OutAcquiringResult, [UCloudARPin](API\Plugins\GoogleARCoreServices\UCloudARPin) *& OutCloudARPin )